-- Which Studio is the bridge actually driving, and can that place be PLAYED? local out = {} local function say(s) table.insert(out, s) end say("place name: " .. tostring(game.Name)) say("PlaceId: " .. tostring(game.PlaceId)) say("GameId: " .. tostring(game.GameId)) local RS = game:GetService("RunService") say("IsEdit: " .. tostring(RS:IsEdit()) .. " IsRunning: " .. tostring(RS:IsRunning()) .. " IsClient: " .. tostring(RS:IsClient()) .. " IsServer: " .. tostring(RS:IsServer())) -- Is the map present, and is there anything to actually spawn onto? local m = workspace:FindFirstChild("Map") say("workspace.Map: " .. (m and (#m:GetDescendants() .. " descendants") or "MISSING")) say("SpawnLocations: ") local spawns = 0 for _, d in ipairs(workspace:GetDescendants()) do if d:IsA("SpawnLocation") then spawns += 1 say((" %s at %s"):format(d:GetFullName(), tostring(d.Position))) end end if spawns == 0 then say(" NONE -- a playtest has nowhere to spawn the character") end -- StarterPlayer/StarterGui presence (a play session needs these to not error) for _, svc in ipairs({ "StarterPlayer", "StarterGui", "StarterPack", "Players", "Lighting" }) do local ok, s = pcall(function() return game:GetService(svc) end) say(("service %s: %s"):format(svc, ok and "ok" or "FAIL")) end -- Rojo connection state: is the synced source actually in this place? local SS = game:GetService("ServerScriptService") local srv = SS:FindFirstChild("Server") say("ServerScriptService.Server: " .. (srv and srv.ClassName or "MISSING")) if srv then local mb = srv:FindFirstChild("MapBuilder") say(" MapBuilder present: " .. tostring(mb ~= nil)) end return table.concat(out, "\n")